Rolly Docs

Enumerations

The enumerations of Rolly Save: every value, with the name that config files and Blueprints store.

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RollySave

ERollySaveActorSaving

Rolly Save Actor Saving · #include "Actor/RollySaveActorSettings.h"

Whether an actor saves. Later versions only add values at the end.

Value Name Description
With Saved State WithSavedState The actor saves when it or a component has a variable with SaveGame ticked, it has a Rolly Save component, or a Save Rule or its Rolly Save component saves a property of it by path.
Always Always The actor saves even without them: what the ticks list and whether it was destroyed. Each such actor adds a record to every save.
Never Never The actor is left out of saves and loads with its components and child actors, and a destroyed one comes back as placed.

ERollySaveApplyTiming

Rolly Save Apply Timing · #include "RollySaveTypes.h"

When saved values apply in a load that opens the saved map or a level’s return: an actor’s, set in Actor Defaults, Save Rules or its Rolly Save component, and a Save Handler’s Apply. Later versions only add values at the end.

Value Name Description
Before Begin Play BeforeBeginPlay With the other saved values, so Begin Play sees the result.
After Begin Play AfterBeginPlay Once every actor’s Begin Play ran, for objects whose Begin Play would overwrite them.
When Asked WhenAsked Once your game calls Apply Saved Values for the actor. A Global Handler with it applies After Begin Play.

ERollySaveAudioPosition

Rolly Save Audio Position · #include "EngineState/RollySaveEngineStateTypes.h"

How the Audio handler knows where a playing sound is. Values are saved by name and only appended.

Value Name Description
Estimated Estimated Worked out from when the sound started, its pauses and its pitch. Exact for a sound that starts at its beginning and keeps one pitch; no cost while sounds play.
Reported Reported The engine reports each playing sound wave’s position. Exact for sound waves from their next play on; costs a call per playing sound and audio frame.

ERollySaveChangedSaves

Rolly Save Changed Saves · #include "RollySaveSettingsTypes.h"

What a load does with a copy changed outside the game, found by save protection: its checksums hold and its signature does not. Saved by name; later versions only add values at the end.

Value Name Description
Use Other Copy UseOtherCopy The other copy loads, as for a damaged copy, with an Issues line and the backup notice saying the save was changed outside the game.
Load and Report LoadAndReport Loaded as it is, and On Save Changed Outside Game is raised, for games that only flag such players.

ERollySaveCheckOnSave

Rolly Save Check On Save · #include "Checks/RollySaveCheckTypes.h"

When Rolly Save checks what you saved in the editor. Later versions only add values at the end.

Value Name Description
Off Off No check after saving.
Report Report Warnings and errors go to the Message Log.
Report and Notify ReportAndNotify As Report, with a notification.

ERollySaveCheckSeverity

Rolly Save Check Severity · #include "Checks/RollySaveCheckTypes.h"

How one of Rolly Save’s editor checks reports. Later versions only add values at the end.

Value Name Description
Default Default The severity Rolly Save gives it, named in the row’s tooltip.
Off Off The check does not run.
Info Info Listed as a note; never fails.
Warning Warning Listed as a warning; never fails.
Error Error Listed as an error; fails Data Validation, a submit and CI.

ERollySaveCompression

ERolly Save Compression · #include "RollySaveTypes.h"

How strongly Rolly Save compresses the data in its save files. Every level loads files written with any other level. Data that does not get smaller is stored as it is.

Value Name Description
Off Off No compression: the fastest saves and the largest files.
Fast Fast Light compression that costs little time, for games that save often or save large worlds (Oodle Mermaid, HyperFast2).
Balanced Balanced Good compression at a modest cost, the default (Oodle Kraken, VeryFast).
Smallest Smallest The smallest files and the slowest saves, for small saves or tight storage quotas (Oodle Kraken, Normal).

ERollySaveDataLayerStates

Rolly Save Data Layer States · #include "RollySaveSettingsTypes.h"

Which runtime Data Layers a save holds. Later versions only add values at the end.

Value Name Description
Changed Layers Changed Layers whose state differs from the one they start in.
All Layers All Every runtime layer the server can change.

ERollySaveDestruction

Rolly Save Destruction · #include "Destruction/RollySaveDestructionTypes.h"

What a load keeps of an actor’s broken geometry collections. Later versions only add values at the end.

Value Name Description
Off Off A geometry collection comes back whole after a load.
Broken Pieces BrokenPieces Pieces that broke off come back where they lay, removed pieces stay removed, and pieces that broke off joined come back as separate pieces.
Exact Groups ExactGroups As Broken Pieces, and pieces that broke off joined come back joined.

ERollySaveExportRoot

ERolly Save Export Root · #include "RollySaveSettingsTypes.h"

Where exported save files go.

Value Name Description
Saved Folder SavedFolder The project’s Saved folder.
Documents Folder DocumentsFolder The player’s Documents folder, in a folder named after the project.

ERollySaveGuestProfiles

Rolly Save Guest Profiles · #include "RollySaveSettingsTypes.h"

Where the profile of a local player without a platform user (a guest) goes. Saved by name; later versions only add values at the end.

Value Name Description
Not Saved NotSaved Not read or written: the guest gets a profile with defaults for the session.
With the Saving User WithSavingUser In the storage of the user who owns the slots, one profile per local player place.

ERollySaveHoldMethod

Rolly Save Hold Method · #include "RollySaveSettingsTypes.h"

How a held player is stopped. Later versions only add values at the end.

Value Name Description
Stop Movement StopMovement Movement stops and move input is ignored until release.
Events Only EventsOnly Nothing stops; On Player Held and On Player Released fire.

ERollySaveHoldPlayers

Rolly Save Hold Players · #include "RollySaveSettingsTypes.h"

When Rolly Save holds players by itself until the ground under them has loaded. Later versions only add values at the end.

Value Name Description
Off Off Rolly Save holds nobody by itself.
After Loads AfterLoads After each Rolly Save load, with or without a map change.
After Loads and Travel AfterLoadsAndTravel Also after each map change by travel, not the game’s first map.

ERollySaveInstanceComponents

Rolly Save Instance Components · #include "Instances/RollySaveInstanceTypes.h"

Which of an actor’s components save their instances. Later versions only add values at the end.

Value Name Description
Every Instanced Mesh All Every Instanced Static Mesh, Hierarchical Instanced Static Mesh, foliage and Instanced Skinned Mesh component of the actor, and the output of its PCG components.
Foliage and PCG Output FoliageAndPCG Only foliage painted with the Foliage tool and the output of the actor’s PCG components.

ERollySaveInstanceMode

Rolly Save Instance Mode · #include "Instances/RollySaveInstanceTypes.h"

What a load keeps of an actor’s instances. Later versions only add values at the end.

Value Name Description
Off Off Instances are not saved; a load shows the level’s design.
Changes Changes Removed, moved, recoloured and added instances are saved, each matched to the level’s design by its place, so level updates keep what players harvested.
Whole List WholeList Every instance is saved and a load replaces the component’s instances, for components your game fills, such as a farm’s crops or a building system’s walls. PCG output saves changes either way.

ERollySaveLifecycleMaps

Rolly Save Lifecycle Maps · #include "RollySaveSettingsTypes.h"

In which maps lifecycle saves write. Saved by name; later versions only add values at the end.

Value Name Description
Game in Play GameInPlay Only where a game is in play. While Maps Without Autosave lists maps, in every map it does not list, unless Set Rolly Game in Play turned play off there. Without a list: after a whole-game load or save in the map, in the map the game opens after Clear Loaded Game or Start Rolly Run, after seamless travel or reopening the same map, or after Set Rolly Game in Play; another map the game opens itself, such as its title map, is not saved until one of these happens there.
Any Map AnyMap In every map not listed in Maps Without Autosave. List your title and menu maps there.

ERollySaveLifecycleMoment

Rolly Save Lifecycle Moment · #include "RollySaveTypes.h"

The moment a lifecycle save is made at, as On Before Lifecycle Save tells it. Later versions only add values at the end.

Value Name Description
Background Background The game goes to the background on a phone or tablet, where the system may end it without a further warning.
Quit Quit The game quits: the save is made while its world tears down, after the Quit Game node, the quit command or a closed window.
Focus Lost FocusLost The game’s window lost focus on a desktop, with Save When Window Loses Focus on.
Session End SessionEnd The operating system ends the session, such as at shutdown or log off on Windows.

ERollySaveLifecycleWriteTo

Rolly Save Lifecycle Write To · #include "RollySaveSettingsTypes.h"

Where lifecycle saves write: saves made as the game goes to the background or quits. Saved by name; later versions only add values at the end.

Value Name Description
Autosave Autosave As an autosave: the autosave slots, or the current slot when Autosaves Write To says so. Never over a manual save.
Current Slot CurrentSlot The slot the game last saved or loaded by name; as an autosave until there is one.
Resume Slot ResumeSlot The slot resume, which your menu can offer as Continue.

ERollySaveLoadMap

Rolly Save Load Map · #include "RollySaveTypes.h"

Which map a load sets the saved values in. Later versions only add values at the end.

Value Name Description
Open Saved Map OpenSavedMap Open the map the save was made in; every saved value is set before its Begin Play.
Keep Current Map KeepCurrentMap Stay, and set the saved values on the objects that exist now.

ERollySaveLoadPhase

Rolly Save Load Phase · #include "RollySaveTypes.h"

A step of a load, as On Load Progress reports it. Later versions only add values at the end.

Value Name Description
Reading Reading Reading and checking the save.
Migrating Migrating Bringing a save of a lower Game Data Version up to date with the Migrations asset’s steps.
Loading Assets LoadingAssets Loading the assets the save names; Progress goes from 0 to 1.
Opening Map OpeningMap Opening the saved map. The game thread is busy until the map is open, so no progress comes meanwhile.
Setting Values SettingValues Setting the saved values on the game’s objects.
Waiting for World WaitingForWorld After On Load Finished, until On World Ready: players held until the ground under them has loaded, and spread After Begin Play values. Progress goes from 0 to 1.

ERollySaveMaterialObjectKind

Rolly Save Material Object Kind · #include "EngineState/RollySaveEngineStateTypes.h"

The kind of object a material parameter holds, as the Material Parameters handler saves it. Values are saved by name and only appended.

Value Name Description
Texture Texture A texture parameter.
Texture Collection TextureCollection A texture collection parameter.
Runtime Virtual Texture RuntimeVirtualTexture A runtime virtual texture parameter.
Sparse Volume Texture SparseVolumeTexture A sparse volume texture parameter; global parameters only, as the engine sets them by name.
Font Font A font parameter, with its page.

ERollySavePCGRegenerate

Rolly Save PCG Regenerate · #include "PCG/RollySavePCGTypes.h"

Whether an actor’s PCG components generate again after a load. Later versions only add values at the end.

Value Name Description
When Values Changed WhenChanged A component whose loaded values differ from those its output was made with generates again, and so does an On Demand component generated at the save; one that generates at Begin Play or at run time uses them without an extra generation.
Always Always Every PCG component of the actor generates again after a load, such as for a graph that reads saved variables.
Never Never None does; call Generate yourself, such as in On Rolly Save Loaded.

ERollySavePCGValues

Rolly Save PCG Values · #include "PCG/RollySavePCGTypes.h"

Which values of an actor’s PCG components save. Later versions only add values at the end.

Value Name Description
Off Off None; PCG components start with the values placed in the editor.
Changed Values Changed Values that differ from those placed in the editor, so a game update that changes a seed reaches old saves.
All Values All Every value.

ERollySavePlayState

Rolly Save Play State · #include "EngineState/RollySaveEngineStateTypes.h"

Whether a sequence or a sound plays, is paused or stopped, as Rolly Save’s engine state handlers save it. Values are saved by name and only appended.

Value Name Description
Stopped Stopped It does not play.
Playing Playing It plays.
Paused Paused It plays and is paused.

ERollySaveProfileKeySource

Rolly Save Profile Key Source · #include "RollySaveTypes.h"

Where each local player’s profile key comes from. Saved by name; later versions only add values at the end.

Value Name Description
Platform User PlatformUser One profile per signed-in user or controller.
Named Named Players make, name and pick profiles, several per machine.
Provider Provider Your Player ID Provider names each player’s profile, such as by account.

ERollySaveProfilesFull

Rolly Save Profiles Full · #include "RollySaveTypes.h"

What a joining player without a named profile of its own gets once Max Named Profiles exist. Saved by name; later versions only add values at the end.

Value Name Description
Reuse Oldest Unused ReuseOldestUnused The profile saved longest ago that no local player uses, with its progress.
Refuse Refuse None: the player’s profile does not load, with Invalid Input, until Use Rolly Profile gives it one.

ERollySaveResetClock

Rolly Save Reset Clock · #include "RollySaveLevelTypes.h"

The clock a Reset Area’s Reset After counts on. Saved by name; later versions only add values at the end.

Value Name Description
Project Default ProjectDefault Reset Clock in Project Settings.
Play Time PlayTime The game’s play time: pauses stop it, saves keep it.
Game Clock GameClock Your Game Clock Class, such as in-game days.

ERollySaveResetRule

Rolly Save Reset Rule · #include "RollySaveLevelTypes.h"

When the saved actors inside a Rolly Save Reset Area start as designed again. Saved by name; later versions only add values at the end.

Value Name Description
Never Never Never; they also keep their state through New Game Plus.
On Revisit OnRevisit Each time the player returns to its level.
After Game Time AfterGameTime On a return once Reset After has passed on Clock since the player left.
On New Game Plus OnNewGamePlus Only when a New Game Plus starts.

ERollySaveRuleMatch

Rolly Save Rule Match · #include "Rules/RollySaveRule.h"

How a Save Rule’s Match lists combine. Later versions only add values at the end.

Value Name Description
All Lists AllLists An actor matches when it passes every list of Match that has entries.
Any List AnyList An actor matches when it passes one list of Match that has entries.

ERollySaveRunEnd

Rolly Save Run End · #include "RollySaveTypes.h"

How End Rolly Run ends a run. Later versions only add values at the end.

Value Name Description
Lock Lock The save stays listed, marked ended, and no longer loads.
Delete Delete The save is deleted.

ERollySaveRunLedger

Rolly Save Run Ledger · #include "RollySaveTypes.h"

Where single-slot runs record their newest save, so an older copy does not load. Saved by name; later versions only add values at the end.

Value Name Description
Profile Profile The first local player’s profile.
Shared Shared One file for every profile and a dedicated server.
Off Off Nothing recorded: older copies of a run load.

ERollySaveRunState

Rolly Save Run State · #include "RollySaveTypes.h"

Whether a save belongs to a single-slot run, such as an ironman game. Later versions only add values at the end.

Value Name Description
None None The save belongs to no run.
Active Active The save belongs to a run that goes on.
Ended Ended The save’s run ended: it lists, and does not load.
Other Other A run state this version does not know: a newer version of the game wrote the save.

ERollySaveSavingUser

Rolly Save Saving User · #include "RollySaveSettingsTypes.h"

Whose platform storage holds the slots, on platforms that keep each user’s saves apart. Saved by name; later versions only add values at the end.

Value Name Description
First Local Player FirstLocalPlayer The platform user of the game’s first local player.
Primary Platform User PrimaryPlatformUser The platform’s primary user, whatever player is first.

ERollySaveSavingUserChange

Rolly Save Saving User Change · #include "RollySaveSettingsTypes.h"

What happens when the platform user who owns the slots changes. Saved by name; later versions only add values at the end.

Value Name Description
Stop Until Load StopUntilLoad Slots are read from the new user’s storage, and saving them is paused until a load or Clear Loaded Game, so one user’s game never lands in another’s storage.
Follow Follow Slots go to the new user’s storage at once, the loaded game included.

ERollySaveSlotKind

Rolly Save Slot Kind · #include "RollySaveTypes.h"

What made a save, recorded in its metadata, so a slot list can tell the player’s own saves from quick saves, memory slots and rewind points. Saved by name; later versions only add values at the end.

Value Name Description
Other Other The save has no metadata, its kind is one this version does not know, or the result is of no save or load.
Manual Manual Save Game to Rolly Slot, or Save Game Part to Rolly Slot.
Quick Quick Rolly Quick Save or the quick save key.
Autosave Autosave An autosave.
Checkpoint Checkpoint A checkpoint.
Memory Memory Save Game to Rolly Memory Slot.
Rewind Rewind Save Rolly Rewind Point.
Imported Imported A save imported from a file or from bytes.

ERollySaveSlotScreenMode

Rolly Save Slot Screen Mode · #include "RollySaveLevelTypes.h"

Whether the slot screen opens to save, to load or to start a new game. Later versions only add values at the end.

Value Name Description
Save Save The screen to pick a slot to save to.
Load Load The screen to pick a save to load.
New Game NewGame The screen to pick the slot a new game saves to.

ERollySaveStartedBy

Rolly Save Started By · #include "Game/RollySaveEvents.h"

Who started a save, as On Save Started tells it. Values are only appended.

Value Name Description
Server Server The game’s own code on the server or in a standalone game, such as a Blueprint, a Save Point or a console command.
Local Player LocalPlayer A local player, such as through the slot screen: Player names which.
Autosave or Checkpoint AutosaveOrCheckpoint The game’s own autosave or checkpoint.
Lifecycle Lifecycle A lifecycle save: the game went to the background, quit, lost focus or its session ended.

ERollySaveStatus

Rolly Save Status · #include "RollySaveTypes.h"

How a Rolly Save operation ended. Every node and event gives one in its Result, so one Switch on Rolly Save Status serves them all; branch on it, never on Detail. Later versions only add values at the end.

Value Name Description
Succeeded Succeeded Done. When a load’s result says From Backup, tell the player the last save may be missing.
Not Found NotFound No save in that slot (Copy and Rename: in From Slot Name; imports: no engine save, or no such file). Hide Continue, or say there is no save.
Newer Version NewerVersion A newer version of the game, Rolly Save or the engine made the save, a Game Data Version above this build’s included. It is kept and never written over. Tell the player it needs a newer version of the game.
Damaged Damaged No copy of the save verifies, or a saved object fails its structure check. Say the save is damaged and offer Delete.
Low Storage LowStorage The storage is full. Tell the player.
Storage Failed StorageFailed The storage failed the read or the write; trying again may work. Offer to try again.
Busy Busy A load runs, from its call until its saved values are set, or the map is changing by seamless travel. Wait for On Load Finished.
Not Authority NotAuthority Called on a client. Saving and loading the game runs on the server or in a standalone game.
Invalid Input InvalidInput The call cannot be used: a slot name that cannot be one, no running game, no Expected Class, a Rolly Save file name given to Import, or Copy onto the same slot. A setup message says which.
Invalid Data InvalidData An object could not be saved, such as one past a limit or one whose class is being recompiled, or the file passes a limit. Nothing was written; Detail names the object.
Name Collision NameCollision Another slot’s name makes the same file name, so saving would replace that slot’s save. Use another slot name.
Migration Failed MigrationFailed A migration step failed, or the Migrations asset cannot be loaded. The save cannot be loaded.
Missing Map MissingMap The map the save was made in is not in this build. The save cannot be loaded.
Travel Failed TravelFailed Opening the saved map failed after it started. Return to the menu.
Wrong Class WrongClass The engine save holds another class than Expected Class or a child of it. Try the next older class, or treat it as no save.
Blocked Blocked A save block is on, such as one added for a boss fight with Add Save Block. Nothing was saved; save again once Is Save Blocked is false.
Run Ended RunEnded The slot’s run ended, so it does not load. Show it as ended, or offer Delete.
Older Copy OlderCopy The save is a copy of a run older than the run’s last save, so it does not load. Treat it as no save.
Slot Exists SlotExists The target slot already holds a save (for Copy: a run), so nothing was written. Use another slot name.
Signed Out SignedOut The platform user whose storage holds the saves signed out, or the user who owns the slots changed: nothing was written. Saving goes on after a load or Clear Loaded Game under the user signed in now (On User Signed Out).
Tampered Tampered The newest copy of the save was changed outside the game (Project Settings > Plugins > Rolly Save > Protection) and no other copy loads, as the other was changed too, is damaged or is missing; or an imported file was changed. A load loaded nothing, and a part save saved nothing. Say the save was changed and offer Delete.
Protection Key Missing ProtectionKeyMissing The newest copy of the save is protected with a key this build does not hold: a load loads nothing, and a save writes nothing, so that copy is kept. A setup message names the file. A backup under such a key is written over by the next save, as any backup is. Add the key to Previous Protection Keys.

ERollySaveSubjectKind

Rolly Save Subject Kind · #include "RollySaveTypes.h"

How a save names the object a record restores, or a saved object it refers to. The values are written into every save and never change; later versions only add values.

Value Name Description
Other Other A kind this version of Rolly Save does not know. Never written: a saved ID of kind 0 makes its save damaged.
Registered Name RegisteredName An object registered under a name, such as a quest log; the text is the name as registered.
Placed Actor PlacedActor An actor placed in a map.
Spawned Actor SpawnedActor An actor spawned during play.
Component Component A component of a saved actor.
Player Player A player.
Owned Object OwnedObject An object that another saved object owns.
Global Global An object a save holds without setup, named by its role in the game, never by its object name, such as GameMode or LevelScript:/Game/Maps/Tavern.

ERollySaveThumbnailAspect

Rolly Save Thumbnail Aspect · #include "RollySaveTypes.h"

The shape of a save’s picture, cut from the centre of the view. Saved by name; later versions only add values at the end.

Value Name Description
16:9 Aspect16x9 Wide, as most screens.
16:10 Aspect16x10 A little taller, as Steam Deck and many laptops.
4:3 Aspect4x3 As older screens and many tablets.
1:1 Aspect1x1 Square.
9:16 Aspect9x16 Tall, as a phone held upright.

ERollySaveThumbnailFormat

Rolly Save Thumbnail Format · #include "RollySaveTypes.h"

The image format of a save’s picture: in Project Settings > Thumbnails > Format, and in the save file, whose byte values never change.

Value Name Description
PNG Png Exact pictures, about 5 to 10 times larger than JPEG.
JPEG Jpeg Small pictures; Quality sets how small.

ERollySaveThumbnailView

Rolly Save Thumbnail View · #include "RollySaveTypes.h"

Which part of a split screen a save’s picture shows. Saved by name; later versions only add values at the end.

Value Name Description
Player View PlayerView The region of the player who saved; player 1’s when no player asked.
Whole Viewport WholeViewport Every player’s region, for co-op games that show both views.

ERollySaveTriggerAction

Rolly Save Trigger Action · #include "RollySaveLevelTypes.h"

What a Rolly Save Trigger does when it triggers. Later versions only add values at the end.

Value Name Description
Automatic Automatic Opens the slot screen for the player who triggered it when something can show one; otherwise saves a checkpoint.
Save Checkpoint Checkpoint Saves a checkpoint named Checkpoint Name; Load Rolly Checkpoint returns to it.
Autosave Autosave Requests an autosave, as Request Autosave does.
Save to Slot SaveToSlot Saves the game to Slot Name.
Open Slot Screen OpenSlotScreen Asks for the slot screen; saves nothing itself.
Events Only EventsOnly Saves nothing; your graph acts in On Triggered.

ERollySaveTriggerBy

Rolly Save Trigger By · #include "RollySaveLevelTypes.h"

Who can trigger a Rolly Save Trigger, by walking in or through Trigger. Later versions only add values at the end.

Value Name Description
Players Players Pawns a player controls.
Any Pawn AnyPawn Pawns a player or an AI controls.
Any Actor AnyActor Any actor its shape overlaps, such as a cart; set the shape’s collision to overlap that actor’s channel.

ERollySaveTriggerMode

Rolly Save Trigger Mode · #include "RollySaveLevelTypes.h"

How often a Rolly Save Trigger triggers. Later versions only add values at the end.

Value Name Description
Once Once Once per playthrough; saved.
Once per Visit OncePerVisit Once each time its map opens, by travel or a load.
Each Entry EachEntry Each time an actor enters, after Cooldown.

ERollySaveTriggerPlayers

Rolly Save Trigger Players · #include "RollySaveLevelTypes.h"

Which players trigger a Rolly Save Trigger. Later versions only add values at the end.

Value Name Description
Any Player AnyPlayer Every player’s pawn, local or remote.
Local Players Only LocalPlayers The listen server’s host and split-screen players, never remote players.
All Players Inside AllPlayers Triggers when the last player with a pawn walks in, such as at a co-op exit.

ERollySaveWriteTo

ERolly Save Write To · #include "RollySaveSettingsTypes.h"

Where autosaves or checkpoints write in storage.

Value Name Description
Own Slot OwnSlot Their own slots: the autosave slots, or the slot checkpoint.
Current Slot CurrentSlot The slot the game last saved or loaded by name, for one save per playthrough; their own slots until there is one.

RollySaveGAS

ERollySaveGASTagReplication

Rolly Save GAS Tag Replication · #include "RollySaveGASTypes.h"

How loose tags the Gameplay Abilities handler restores replicate.

Value Name Description
None None Not replicated, as Add Loose Gameplay Tag does by default.
Count to Owner CountToOwner The tag replicates to every client and its count to the owner, as Add Loose Gameplay Tag with Should Replicate does.

ERollySaveGASUnsaved

Rolly Save GAS Unsaved · #include "RollySaveGASTypes.h"

What the Gameplay Abilities handler does with abilities, effects and loose tags a component has and its save does not hold.

Value Name Description
Remove in Place RemoveInPlace Removed when the load keeps the current map or loads a part; kept on actors the load made fresh, such as at a map’s load.
Remove Remove Always removed.
Keep Keep Never removed.

RollySaveUI

ERollySaveAbandonedRuns

Rolly Save Abandoned Runs · #include "RollySaveUITypes.h"

What Abandon Run does with the run’s save. Saved by name; later versions only add values at the end.

Value Name Description
Ask Ask The question offers Keep as Ended and Delete.
Keep as Ended KeepAsEnded The save stays listed as ended.
Delete Delete The save is deleted.

ERollySaveConfirmLoad

Rolly Save Confirm Load · #include "RollySaveUITypes.h"

When loading asks first. Saved by name; later versions only add values at the end.

Value Name Description
Never Never Never.
When Progress Is Unsaved WhenUnsaved When more than Unsaved After of play would be lost, saying how much.
Always Always Always.

ERollySaveIndicatorCorner

Rolly Save Indicator Corner · #include "RollySaveUITypes.h"

The corner of the saving player’s part of the screen the saving indicator uses. Saved by name; later versions only add values at the end.

Value Name Description
Top Left TopLeft The top left corner.
Top Right TopRight The top right corner.
Bottom Left BottomLeft The bottom left corner.
Bottom Right BottomRight The bottom right corner.

ERollySaveLoadingPlayers

Rolly Save Loading Players · #include "RollySaveUITypes.h"

Which local players may load and start a new game from their slot screen. Saved by name; later versions only add values at the end.

Value Name Description
Any Player AnyPlayer Every local player.
First Player FirstPlayer Player 1 only; the others are told so.

ERollySaveMapLoadScreen

Rolly Save Map Load Screen · #include "RollySaveUITypes.h"

What the screen shows while a Rolly Save load opens its map by hard travel. Saved by name; later versions only add values at the end.

Value Name Description
Frozen Frozen The loading overlay stays as the window’s last frame while the map loads.
Movie Player MoviePlayer A copy of the loading overlay drawn by the movie player through the map change, its spinner turning. Packaged and standalone games; Play In Editor keeps the last frame. A game’s own loading screen keeps its place.

ERollySaveSaveTimeStyle

Rolly Save Save Time Style · #include "RollySaveUITypes.h"

How rows write when a save was made. Saved by name; later versions only add values at the end.

Value Name Description
Relative Day RelativeDay Today 14:32, Yesterday 21:05, the weekday within a week, then the date.
Date and Time DateAndTime The date and time as the language writes them.

ERollySaveSlotGrouping

Rolly Save Slot Grouping · #include "RollySaveUITypes.h"

How Load splits its saves into groups. Saved by name; later versions only add values at the end.

Value Name Description
One List OneList One list, named by the mode.
By Kind ByKind Saves, Autosaves and Checkpoints; groups without saves are left out.
By Profile ByProfile One group per named profile, the player’s own first, while every profile’s saves show.

ERollySaveSlotSort

Rolly Save Slot Sort · #include "RollySaveUITypes.h"

The order the slot screen lists saves in. Saved by name; later versions only add values at the end.

Value Name Description
Newest first Newest The newest save first.
Oldest first Oldest The oldest save first.
Title Title By title, in the language’s order, then newest first.
Play time PlayTime The most play time first.

ERollySaveSlotStyle

Rolly Save Slot Style · #include "RollySaveUITypes.h"

What Save, Load and New Game do on the slot screen. Saved by name; later versions only add values at the end.

Value Name Description
Free Slots FreeSlots Players make as many saves as they like, each with a title.
Numbered Slots NumberedSlots A fixed row of slots, each empty or holding a save.
Playthroughs Playthroughs One save per playthrough, saved at once; New Game starts one in a slot.
Runs Runs Each new game is a single-slot run.

ERollySaveSlotsShown

Rolly Save Slots Shown · #include "RollySaveUITypes.h"

Whose saves the slot screen lists. Saved by name; later versions only add values at the end.

Value Name Description
Auto Auto Every save with Platform User profile keys; the player’s profile’s saves with Named or Provider keys.
All Profiles AllProfiles Every save, whichever profile made it.
Current Profile CurrentProfile The saves of the player’s profile, and saves no profile made.

ERollySaveTitleEntry

Rolly Save Title Entry · #include "RollySaveUITypes.h"

Whether players type their saves’ titles. Saved by name; later versions only add values at the end.

Value Name Description
Style Default StyleDefault Players type a title in Free Slots; other styles title saves from Titles.
Ask Ask Players type a title for every new save.
Automatic Automatic Saves are titled from Titles.

RollySaveCore

ERollySaveCoreGamepadFamily

ERolly Save Core Gamepad Family · #include "Input/RollySaveCoreInputTypes.h"

The family of a gamepad, for button prompts.

Value Name Description
Generic Generic A gamepad the game cannot identify: neutral prompts (face buttons by position).
Xbox Xbox Xbox pads and the pads Windows sees as XInput pads (Steam Input included).
PlayStation PlayStation DualSense and DualShock pads.
Nintendo Nintendo Nintendo pads (Pro Controller, Joy-Con).

ERollySaveCoreInputMethod

ERolly Save Core Input Method · #include "Input/RollySaveCoreInputTypes.h"

How a player gives input right now, for button prompts.

Value Name Description
Keyboard Mouse KeyboardMouse A keyboard key, a mouse button or a mouse move came last.
Gamepad Gamepad A gamepad button, or a stick or trigger pushed past the threshold, came last.
Touch Touch A touch came last.

RollySaveCoreUI

ERollySaveCoreUIBackdropMode

ERolly Save Core UIBackdrop Mode · #include "Widgets/RollySaveCoreUIBackdrop.h"

How a backdrop covers the game.

Value Name Description
Full Full The theme’s Backdrop as it is, over the whole area (Tabs, Side Rail, Couch Hub).
Dim Dim The Backdrop at three quarters of its opacity, so the game shows more (Centered Panel).
Edge Edge A gradient from the docked panel’s side towards the middle; the game stays visible (Side Drawer).

ERollySaveCoreUIButtonVariant

ERolly Save Core UIButton Variant · #include "RollySaveCoreUITypes.h"

How a button looks.

Value Name Description
Primary Primary The main answer: filled with Accent, its label in On Accent. Keep one per screen.
Secondary Secondary Outlined in Outline Strong, its label in Text.
Danger Danger A destructive answer (Discard, Reset): outlined and labelled in Danger.
Quiet Quiet No fill or outline (inline actions, touch prompts).

ERollySaveCoreUIColorRole

ERolly Save Core UIColor Role · #include "Theme/RollySaveCoreUIThemeEnums.h"

The colour roles of a theme. Widgets ask for a role, never for a colour, so one theme restyles every Rolly widget. The names are persistent: they are keys of the shared theme contract (append only).

Value Name Description
Backdrop Backdrop The full-area layer behind a screen, over the game.
Scrim Scrim The layer behind a dialog, over the screen below.
Surface Surface Panels, cards, the drawer.
Surface Raised SurfaceRaised Dialogs, strips, the selected rail item, toasts.
Surface Sunken SurfaceSunken Slider and switch tracks, wells.
Outline Outline Hairlines, panel edges and dividers (decoration).
Outline Strong OutlineStrong Boundaries of interactive controls: key cells, secondary buttons.
Text Text Names, values, titles, prompt labels.
Text Muted TextMuted Descriptions, headings, hints, unselected tabs.
Text Disabled TextDisabled Names and values of settings that cannot change right now.
Accent Accent Primary actions and selection marks (tab underline, picked key cell), progress and small icons. Keep it small.
On Accent OnAccent Text and icons drawn on Accent; the knob of a switch that is on.
Control Control Control affordances: switch tracks that are on, slider fills, active chevrons.
Focus Focus The focus indicator.
Focus Fill FocusFill The fill of the focused row or item.
Hover Fill HoverFill The fill under the mouse pointer.
Pending Pending Dots that mark changes waiting for Apply.
Warning Warning A restart is needed, caution.
Danger Danger Errors, destructive answers, refused keys.
Success Success Confirmations: applied, saved.
Key Cap KeyCap The face of key and button caps.
Key Cap Text KeyCapText Labels inside key and button caps.

ERollySaveCoreUICommonUIMode

ERolly Save Core UICommon UIMode · #include "RollySaveCoreUITypes.h"

Whether Rolly screens adapt to Common UI.

Value Name Description
Auto Auto Adapt while the game uses Common UI’s game viewport client; nothing changes in a game without it.
Off Off Never adapt: Rolly screens keep their own presenter and input handling (or the ones the game installs).

ERollySaveCoreUIDensity

ERolly Save Core UIDensity · #include "Theme/RollySaveCoreUIThemeEnums.h"

One multiplier for text, spacing inside components and sizes: a desk or a couch.

Value Name Description
Auto Auto The layout’s own default (Standard for most, Large for the couch hub).
Compact Compact x0.9, for dense PC games.
Standard Standard x1.0.
Large Large x1.3, text reads from a couch.

ERollySaveCoreUIDetailForm

ERolly Save Core UIDetail Form · #include "Templates/RollySaveCoreUITemplateTypes.h"

How a template shows the detail of the focused setting.

Value Name Description
Panel Panel A side panel: title, description, preview, facts.
Strip Strip A strip under the list: the title in bold running into the description, and a line of facts when there is room.
Band Band A band across the width: a title line and two lines of description.

ERollySaveCoreUIDialogResult

ERolly Save Core UIDialog Result · #include "RollySaveCoreUITypes.h"

How a dialog ended.

Value Name Description
Confirmed Confirmed The player chose the confirm button (or the countdown chose it).
Cancelled Cancelled The player chose the cancel button or Back, the countdown chose it, or the dialog was closed from outside.

ERollySaveCoreUIDrawerSide

ERolly Save Core UIDrawer Side · #include "RollySaveCoreUITypes.h"

The side of the screen a side drawer docks to.

Value Name Description
Right Right The right edge (of the centred 21:9 region on wider screens, of the player’s area in split screen).
Left Left The left edge.

ERollySaveCoreUIEase

ERolly Save Core UIEase · #include "Theme/RollySaveCoreUIThemeEnums.h"

Easing curves of the motion tokens.

Value Name Description
Linear Linear The same speed all the way.
Quad In QuadIn Starts slowly (gently).
Quad Out QuadOut Ends slowly (gently).
Quad in Out QuadInOut Starts and ends slowly (gently).
Cubic In CubicIn Starts slowly: things leaving.
Cubic Out CubicOut Ends slowly: things arriving.
Cubic in Out CubicInOut Starts and ends slowly: things moving between places.
Back Out BackOut Overshoots a little before it settles (focus pop, tiles).

ERollySaveCoreUIFocusStyle

ERolly Save Core UIFocus Style · #include "Theme/RollySaveCoreUIThemeEnums.h"

How focus is drawn.

Value Name Description
Ring Ring A ring in the Focus colour, following the element’s corners, with the focus fill (meets WCAG 2.4.13).
Bar Bar A bar at the element’s leading edge, with the focus fill.
Brackets Brackets Four corner brackets, with the focus fill.
Fill Fill The Accent colour fills the element and its content turns On Accent.

ERollySaveCoreUIFontSlot

ERolly Save Core UIFont Slot · #include "Theme/RollySaveCoreUIThemeEnums.h"

Which of the theme’s three fonts a text role uses.

Value Name Description
Display Display Display Font: titles.
Primary Primary Primary Font: everything else.
Mono Mono Mono Font: monospaced values.

ERollySaveCoreUIGlyphFamily

ERolly Save Core UIGlyph Family · #include "Theme/RollySaveCoreUIThemeEnums.h"

The families glyph overrides apply to.

Value Name Description
Keyboard Mouse KeyboardMouse Keyboard keys and mouse buttons.
Xbox Xbox Xbox pads: A, B, X, Y, LB, RB, View, Menu.
PlayStation PlayStation PlayStation pads: the four shapes, L1, R1, Create, Options.
Nintendo Nintendo Nintendo pads: A, B, X, Y by position, L, R, ZL, ZR, minus, plus.
Generic Generic Pads the game cannot identify.

ERollySaveCoreUIHeaderStyle

ERolly Save Core UIHeader Style · #include "Templates/RollySaveCoreUITemplateTypes.h"

How a template shows the screen’s title.

Value Name Description
Display Display The screen’s name in the Display role (Tabs, the hub).
Title Title The screen’s name in the Title role (the side rail’s column).
Overline Overline A small overline in the Caption role over the switcher (centred panel, drawer).
Page Page A page of a category: an “All settings” link and the category’s name in the Display role (the hub’s pages).
Compact Page CompactPage A page of a category on an area too short for Page: the category’s name in the Title role, and the “All settings” link only while the player uses touch (pads and the mouse have the footer’s Back prompt).

ERollySaveCoreUIHeightClass

ERolly Save Core UIHeight Class · #include "Layout/RollySaveCoreUIAreas.h"

How tall the area a screen fills is, in layout units.

Value Name Description
Tall Tall 800 units and more.
Short Short 440 to 799 units (a horizontal split, Interface Size 150 %).
Tiny Tiny Below 440 units.

ERollySaveCoreUIIcon

ERolly Save Core UIIcon · #include "Theme/RollySaveCoreUIThemeEnums.h"

The icons drawn in code, on a 24-unit grid. Persistent names (append only).

Value Name Description
None None Nothing.
Chevron Left ChevronLeft Chevrons: steppers, scrolling, expanding.
Chevron Right ChevronRight
Chevron Up ChevronUp
Chevron Down ChevronDown
Check Check A check mark: done, saved.
Close Close A cross: close, remove.
Plus Plus Plus and minus signs.
Minus Minus
Arrow Left ArrowLeft Arrows: the arrow keys, directions.
Arrow Right ArrowRight
Arrow Up ArrowUp
Arrow Down ArrowDown
Dot Dot A filled circle filling the icon’s square (pending dots, badges).
Info Info A circle with a bar: information.
Warning Warning A triangle with a bar: caution, errors.
Lock Lock A padlock: unavailable.
Restart Restart A circular arrow: takes effect after a restart.
Back Arrow BackArrow An arrow to the left: back.
Spinner Spinner A quarter arc: busy.
Face Cross FaceCross The PlayStation cross, circle, square and triangle.
Face Circle FaceCircle
Face Square FaceSquare
Face Triangle FaceTriangle
DPad Up DPadUp A directional pad with one arm filled.
DPad Down DPadDown
DPad Left DPadLeft
DPad Right DPadRight
Stick Up StickUp A stick ring with an arrow for the direction pushed.
Stick Down StickDown
Stick Left StickLeft
Stick Right StickRight
Stick Press StickPress A stick ring pressed in.
Display Display Category icons of the built-in library: a screen on a stand.
Graphics Graphics A four-point star (graphics quality).
Picture Picture A sun (brightness, picture).
Audio Audio A speaker with sound waves.
Controls Controls A gamepad outline.
Accessibility Accessibility A figure in a circle.
Gameplay Gameplay A flag.
Camera Camera A camera.
Interface Interface Three sliders (interface, general options).
Language Language A globe with a meridian and three parallels (language).
Search Search A magnifying glass (search).
Profile Profile A head and shoulders (a player’s profile).
Server Server Two stacked server units with a light each (settings the server knows).
Processor Processor A chip with three pins on each side (cost on the processor).
Graphics Card GraphicsCard A graphics card with its fan and a port (cost on the graphics card).
Video Memory VideoMemory A memory module with three chips and its contacts (cost in video memory).
Event Event An outlined diamond, as a Blueprint event node is marked (events, an event log).
Save Save A floppy disk with its shutter and label (save).
Trash Trash A bin with its lid and handle (delete).
Pencil Pencil A pencil at a slant (rename, edit).
Copy Copy Two sheets, one over the other (copy).
Cloud Cloud A cloud of three bumps (cloud storage).
Calendar Calendar A calendar page with its two rings (a date).
Hourglass Hourglass An hourglass (play time, time spent).
Place Place A map pin (a place).
Sort Sort An arrow up beside an arrow down (sort order).
Autosave Autosave Two arrows that chase each other round a circle (an automatic save).
Bolt Bolt A lightning bolt (quick).
Heart Heart A heart outline (a life, a run).
Image Image A framed picture with a mountain and a sun (a picture, a thumbnail).
Export Export An arrow up out of a tray (export).
Import Import An arrow down into a tray (import).

ERollySaveCoreUIInputRestore

ERolly Save Core UIInput Restore · #include "RollySaveCoreUITypes.h"

What the input of the game becomes when the last screen closes.

Value Name Description
Previous Previous What it was before the first screen opened: the viewport’s input flags and the cursor come back, and the game viewport gets focus again.
Game Only GameOnly Game Only: the game gets all input, the cursor is hidden.
Game and UI GameAndUI Game and UI: the game gets input and the cursor stays visible.
Custom Custom Nothing changes: set your own input mode in On Stack Closed.

ERollySaveCoreUIKeyboardKeyKind

ERolly Save Core UIKeyboard Key Kind · #include "Widgets/RollySaveCoreUIKeyboardKey.h"

What a key of the Rolly Keyboard does. Persistent names (append only).

Value Name Description
Character Character Types its character.
Space Space Types a space.
Delete Delete Deletes the last character.
Clear Clear Empties the field (search).
Done Done Ends typing.
Shift Shift Flips the case of the next letter (names).

ERollySaveCoreUIKeyboardMode

ERolly Save Core UIKeyboard Mode · #include "Widgets/RollySaveCoreUIKeyboard.h"

What the Rolly Keyboard types. Persistent names (append only).

Value Name Description
Search Search Search: lower-case keys, Space, Delete, Clear and Done; no symbols and no Shift (matching ignores case and punctuation).
Name Name A name: the first letter and each one after a space as capitals, Shift for the next letter, Shift, Space, Delete, Done.

ERollySaveCoreUINameStart

ERolly Save Core UIName Start · #include "Screens/RollySaveCoreUINameDialog.h"

Where a name dialog opens. Persistent names (append only).

Value Name Description
Keyboard Keyboard Typing at once: the on-screen keyboard for a pad or a finger, the field’s keys (the text selected) for a physical keyboard.
Confirm Confirm On the confirm button, with the text offered: Accept confirms it at once. Up goes to the field, where a physical keyboard types over the text and Accept brings the on-screen keyboard to a pad; Back while typing, or Down or Tab from the field, goes back to the button with the text kept. Tab and Shift+Tab never leave the dialog.

ERollySaveCoreUINarrationClass

ERolly Save Core UINarration Class · #include "Narration/RollySaveCoreUINarrationTypes.h"

How a narration line takes its turn. Persistent names (append only).

Value Name Description
Interrupt Interrupt Stops the voice, drops waiting Queue and Low lines, keeps Notice lines, and speaks at once (a focus move, a screen opening, a value change).
Notice Notice Waits for the line being spoken, goes before Queue lines, survives interrupts, and is dropped when older than 15 seconds (a toast, a confirmation).
Queue Queue Waits in order (a description after its row, the screen’s hints).
Low Low Speaks only while nothing speaks or waits and the player gave no input for 2 seconds; never waits (a countdown).

ERollySaveCoreUINarrationRole

ERolly Save Core UINarration Role · #include "Narration/RollySaveCoreUINarrationTypes.h"

The kind of thing a narrated item is, said after its name in Full detail (“Shadows, choice, High”). Persistent names (append only).

Value Name Description
None None No role word (a line of text).
Switch Switch A toggle row: “switch”.
Choice Choice A row with a list of options: “choice”.
Slider Slider A row with a range of values: “slider”.
Button Button An action row, a dialog or panel button, a keyboard’s function key: “button”.
Key Binding KeyBinding A key row: “key binding”.
Tab Tab A tab, a rail item or a hub tile: “tab”.
Text Field TextField A text field: “text field”.
Heading Heading A section heading in a list: “heading”.
Dialog Dialog A dialog: “dialog”.

ERollySaveCoreUINavigationKind

ERolly Save Core UINavigation Kind · #include "Templates/RollySaveCoreUITemplateTypes.h"

The category navigation a template shows. Persistent names (append only).

Value Name Description
Tabs Tabs Tabs across the top.
Rail Rail A side rail of every category.
Switcher Switcher One category at a time with the previous and next keys.
Tiles Tiles A grid of category tiles.
None None No category navigation: the screen shows its one category (Hide Single Category).

ERollySaveCoreUIOptionDots

ERolly Save Core UIOption Dots · #include "Theme/RollySaveCoreUIThemeEnums.h"

When a stepper shows a dot per option under its value.

Value Name Description
Never Never No dots.
Template Default TemplateDefault As the layout decides (on in the couch hub).
Always Always Dots under every stepper of up to 7 options.

ERollySaveCoreUIPausing

ERolly Save Core UIPausing · #include "RollySaveCoreUITypes.h"

When screens that ask for it pause the game.

Value Name Description
Standalone Only StandaloneOnly In standalone games only. A networked game (a listen server, a client, Play In Editor with players over the network) never pauses for one player’s screen.
Never Never Never.

ERollySaveCoreUIRadius

ERolly Save Core UIRadius · #include "Theme/RollySaveCoreUIThemeEnums.h"

The corner radius roles of a theme.

Value Name Description
None None Square corners.
Small Small Glyph caps, buttons, strips.
Medium Medium Rows, rail items.
Large Large Panels, cards, dialogs, drawers, toasts.
Pill Pill Half the height: switches, pills, round caps.

ERollySaveCoreUIRowNotice

ERolly Save Core UIRow Notice · #include "Components/RollySaveCoreUIRow.h"

A note a row shows after its name, besides the lock of an unavailable row.

Value Name Description
None None Nothing to say.
Restart Restart The value takes effect after a restart: a restart icon in the Warning colour.
Error Error Something was refused or failed: a warning icon in the Danger colour.
Server Server The game’s server uses another value than the player’s: a server icon in the Accent colour.

ERollySaveCoreUIScreenInput

ERolly Save Core UIScreen Input · #include "RollySaveCoreUITypes.h"

How a screen shares input with the game.

Value Name Description
Menu Menu The screen takes the player’s input: the game gets none of it while the screen is open.
Overlay Overlay The game keeps its input and the screen only shows (a notice, a hint).

ERollySaveCoreUIScreenLayer

ERolly Save Core UIScreen Layer · #include "RollySaveCoreUITypes.h"

Where each local player’s screens are drawn.

Value Name Description
Player Player In the player’s own part of the screen (split-screen aware). A HUD your game added with Add to Viewport draws above it.
Viewport Viewport In the whole viewport at Viewport Z Order, above a HUD added with Add to Viewport. For single-player games.

ERollySaveCoreUISearchEntryForm

ERolly Save Core UISearch Entry Form · #include "Templates/RollySaveCoreUITemplateTypes.h"

How a template shows the search entry of a category screen. Persistent names (append only).

Value Name Description
Field Field A search field at the end of the title line (Tabs, the couch hub).
Rail Item RailItem A search field as the first item of the side rail, focusable with the rail.
Button Button A 40-unit icon button at the end of the overline (centered panel, side drawer, Tiny widths).

ERollySaveCoreUISearchMode

ERolly Save Core UISearch Mode · #include "RollySaveCoreUITypes.h"

Whether a category screen offers search.

Value Name Description
Auto Auto The search entry shows while the screen has two or more categories and 20 or more searchable rows.
On On The search entry always shows (where the screen has searchable rows).
Off Off No search.

ERollySaveCoreUISoundRole

ERolly Save Core UISound Role · #include "Theme/RollySaveCoreUIThemeEnums.h"

The sound roles of a theme.

Value Name Description
Navigate Navigate Focus moves because of the player’s input.
Change Change A value changes.
Accept Accept A button, action or entry is pressed.
Back Back A level or screen closes with Back.
Error Error Something is refused.
Open Open A screen, drawer or dialog opens.
Close Close A screen or drawer closes (not by Back).
Notify Notify A notification appears.

ERollySaveCoreUISwitcherStyle

ERolly Save Core UISwitcher Style · #include "Navigation/RollySaveCoreUISwitcher.h"

How a switcher shows the current category.

Value Name Description
Full Full The name between chevrons, the switch keys at the ends, position dots below (Centered Panel, Side Drawer).
Position Position The switch keys around the position (“LB 1 / 7 RB”), for a page whose title names the category (Couch Hub).

ERollySaveCoreUITextCase

ERolly Save Core UIText Case · #include "Theme/RollySaveCoreUIThemeEnums.h"

How a text role writes its letters.

Value Name Description
As Written AsWritten As the text is written.
Upper Upper In capitals. Only for roles of one or two words (Display, Tab, Heading, Button).

ERollySaveCoreUITextRole

ERolly Save Core UIText Role · #include "Theme/RollySaveCoreUIThemeEnums.h"

The text roles of a theme: every text in a Rolly widget uses one. Persistent names (append only).

Value Name Description
Display Display Screen titles.
Title Title Page, dialog and detail titles.
Heading Heading Section headings in lists.
Tab Tab Tabs and rail items.
Label Label Row names.
Value Value Row values.
Button Button Buttons.
Body Body Descriptions and dialog messages.
Caption Caption Prompt labels, facts, hints, column titles, toasts.
Key Cap KeyCap Text inside key and button caps.

ERollySaveCoreUIThemeSource

ERolly Save Core UITheme Source · #include "RollySaveCoreUITypes.h"

Where a product’s Rolly UI theme comes from.

Value Name Description
Shared Shared The theme every installed Rolly product shares: the console variable rolly.ui.theme while it is set, else the project’s shared theme (a theme’s “Use as the Rolly UI theme for all Rolly products”), else the built-in Ember.
Preset Preset A built-in preset (Theme Preset), for this product only.
Asset Asset A theme asset (Theme), for this product only.

ERollySaveCoreUIToastKind

ERolly Save Core UIToast Kind · #include "RollySaveCoreUITypes.h"

What a toast is about: its icon and the icon’s colour.

Value Name Description
Info Info Information: an info icon in Accent.
Success Success Something worked (settings applied, saved): a check in Success.
Warning Warning Something needs attention (a controller disconnected): a warning icon in Warning.

ERollySaveCoreUIWidthClass

ERolly Save Core UIWidth Class · #include "Layout/RollySaveCoreUIAreas.h"

How wide the area a screen fills is, in layout units.

Value Name Description
Wide Wide 1600 units and more: side panels sit beside the list.
Regular Regular 1100 to 1599 units.
Narrow Narrow 700 to 1099 units (a vertical split, Interface Size 200 %).
Tiny Tiny Below 700 units.